• @BartyDeCanter
          link
          12
          edit-2
          7 months ago

          Take a look at what even the proposer is saying wouldn’t be allowed in:

           (1) new and delete.  There's no way to pass GFP_* flags in.
          
           (2) Constructors and destructors.  Nests of implicit code makes the code less
               obvious, and the replacement of static initialisation with constructor
               calls would make the code size larger.
          
           (3) Exceptions and RTTI.  RTTI would bulk the kernel up too much and
               exception handling is limited without it, and since destructors are not
               allowed, you still have to manually clean up after an error.
          
           (4) Operator overloading (except in special cases).
          
           (5) Function overloading (except in special inline cases).
          
           (6) STL (though some type trait bits are needed to replace __builtins that
               don't exist in g++).
          
           (7) 'class', 'private', 'namespace'.
          
           (8) 'virtual'.  Don't want virtual base classes, though virtual function
               tables might make operations tables more efficient.
          

          C++ without class, constructors, destructors, most overloading and the STL? Wow.

          • @ozymandias117@lemmy.world
            link
            fedilink
            English
            107 months ago

            That doesn’t really surprise me, as most of those are the same requirements from any embedded development use case using c++ that I’ve worked on

            4 and 5 are the only ones stricter than I’m used to

            • @BartyDeCanter
              link
              57 months ago

              I’ve only worked on a few embedded systems where C++ was even an option, but they allowed 2, 4, 5, and 7. Though, for the most part most classes were simple interfaces to some sort of SPI/I2C/CAN/EtherCAT device, most of which were singletons.

          • Aatube
            link
            fedilink
            17 months ago

            time to go pedantic and use parts of the c++stdlib that weren’t included in the stl!

    • @nandeEbisu@lemmy.world
      link
      fedilink
      37 months ago

      I don’t think its the ergonomics of the language he has an issue with. If anything C++1x probably just made the original critiques of bloat worse.

      • @ozymandias117@lemmy.world
        link
        fedilink
        English
        137 months ago

        In that post, his critiques were around the problems with the STL and everyone using Boost. The STL has improved significantly since then, and it would be a limited subset of c++ if it was ever allowed

        There have been mailing list conversations earlier this year, citing that clang/gcc now allowing c++ in their own code might mean they’ve taken care of the issues that made it unusable for kernel code

        https://lore.kernel.org/lkml/e5949a27-999d-4b6e-8c49-3dbed32a00bc@zytor.com/

        I’m not saying it will happen, but it’s not being shot down as an absolute insanity anymore, and I wouldn’t have expected Rust to be allowed in the kernel, either

        • @nandeEbisu@lemmy.world
          link
          fedilink
          17 months ago

          Oh interesting. I didn’t realize boost was the main issue. Most people I’ve talked to were complaining about VTables introducing a bunch of indirection and people blindly using associative containers.

          • @ozymandias117@lemmy.world
            link
            fedilink
            English
            2
            edit-2
            7 months ago

            Vtable equivalents are used extensively in the kernel

            You’ll find structs all over the place setting them up, e.g. every driver sets up a .probe function that the core will call, since it doesn’t know what driver it’s loading

            • @nandeEbisu@lemmy.world
              link
              fedilink
              27 months ago

              Right the issue was more because they’re so easy to throw in without thinking about it so people overuse them. That may just be older devs complaining about newbies though.